This is pretty much how I feel.
Are there any fighters out there that choose a different level 7 power?
It almost feels like there aren't. But the question might be - is it because it's too powerful, or just because everyone wants to play out the
Come And Get It scene?
Let's compare (using the Compendium)
- Trip Up: Free Action Attack after a succesful basic attack, slows target or knocks it prone (reach weapon/polearm), deals 1[W]+STR. Vs Reflex
- Not So Fast: Immediate Interrupt, an enemy moves away from you, 1W+STR and slows or immobilizes (flail,pick).
- Savage Parry: Immediate Interrupt, enemy hits ally,Str (+Con with some weaopns) damage and ally takes half damage.
- Inertia Strike: 2W+STR damage, adjacent enemies take CON damage, -2 to attack
- Weapon Master's Gambit: 2W+STR damage and various effects (damage to adjacent creatures, or knocked prone, or combat advantage, slide/shift, depending on weapon used)
- Hampering Flurry: 2 Attacks (Primary + Off-Hand, 1W+STR damage, extra damage when both hit)
- Stay Down: 2W+STR damage and prone enemy can't stand up and takes extra damage
- Twofold Torment: 2 Attacks (Primary + Offhand), 1W+STR damage, pushes 1+DEX, extra damage for combat advantage.
- Bloody the Field: 2W+STR, Invigorating, dazes blooded target, extra damage with some weapons.
- Bludgeoning Wise: Hit + Followup (unarmed), 1W+STR, dazes with first, knock prone with second.
- Echoing Assault: 2W+STR, if target is still adjacent to you at your next turn, make extra attack.
- Hydra Charge: 1W+STR in Cluse Burst 1, enemies take attack penalty, can be used as part of a charge
- Opportunist's rend: two Attacks (main and off-hand), 1W+STR damage, can be used in place of melee basic.
- Come and Get It. Pull enemies in Close Burst 3, then attack for 1W+STR damage.
- Griffon's Wrath: 2W+STR damage and -2 penalty to AC
- Iron Bulwark: 2W+STR damage and +1 or +2 to AC (latter with shield)
- Reckless Strike: -2 attack, 3W+STR damage
- Sudden Surge: 2W + STR damage. Move Dex squares as Effect
Hydra Charge is kinda Come and Get It in reverse, since you can combine it with a charge. Stay Down can be very useful if you (or a party member) is build for trip-attacks, and can lock down a foe. Trip Up is a free action attack. Sure, it requires you to have made a basic attack, but Fighters do that a lot. Bloody the Field can be very useful against Elites or Solos that get more dangerous when bloodied, Bludgeoning Wise even a little more generally useful (even if target is not bloodied), the tempest powers generally will create good damage.
Come and Get It is certainly a good choice among those. Is it also clearly the best? I find it hard to judge it mechanically, but flavorwise, I love it above all others.